282 lines
12 KiB
Python
282 lines
12 KiB
Python
from dataclasses import dataclass
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from schema import Schema, And, Optional
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from Options import Toggle, DefaultOnToggle, Range, Choice, PerGameCommonOptions, OptionDict
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from .static_logic import WeightedItemDefinition, ItemCategory, StaticWitnessLogic
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class DisableNonRandomizedPuzzles(Toggle):
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"""Disables puzzles that cannot be randomized.
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This includes many puzzles that heavily involve the environment, such as Shadows, Monastery or Orchard.
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The lasers for those areas will activate as you solve optional puzzles, such as Discarded Panels.
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Additionally, the panels activating Monastery Laser and Jungle Popup Wall will be on from the start."""
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display_name = "Disable non randomized puzzles"
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class EarlyCaves(Choice):
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"""Adds an item that opens the Caves Shortcuts to Swamp and Mountain,
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allowing early access to the Caves even if you are not playing a remote Door Shuffle mode.
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You can either add this item to the pool to be found on one of your randomized checks,
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or you can outright start with it and have immediate access to the Caves.
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If you choose "add_to_pool" and you are already playing a remote Door Shuffle mode, this setting will do nothing."""
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display_name = "Early Caves"
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option_off = 0
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alias_false = 0
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option_add_to_pool = 1
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option_starting_inventory = 2
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alias_true = 2
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alias_on = 2
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class ShuffleSymbols(DefaultOnToggle):
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"""You will need to unlock puzzle symbols as items to be able to solve the panels that contain those symbols.
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If you turn this off, there will be no progression items in the game unless you turn on door shuffle."""
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display_name = "Shuffle Symbols"
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class ShuffleLasers(Choice):
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"""If on, the 11 lasers are turned into items and will activate on their own upon receiving them.
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Note: There is a visual bug that can occur with the Desert Laser. It does not affect gameplay - The Laser can still
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be redirected as normal, for both applications of redirection."""
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display_name = "Shuffle Lasers"
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option_off = 0
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alias_false = 0
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option_local = 1
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option_anywhere = 2
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alias_true = 2
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alias_on = 2
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class ShuffleDoors(Choice):
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"""If on, opening doors, moving bridges etc. will require a "key".
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If set to "panels", the panel on the door will be locked until receiving its corresponding key.
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If set to "doors", the door will open immediately upon receiving its key. Door panels are added as location checks.
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"Mixed" includes all doors from "doors", and all control panels (bridges, elevators etc.) from "panels"."""
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display_name = "Shuffle Doors"
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option_off = 0
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option_panels = 1
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option_doors = 2
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option_mixed = 3
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class DoorGroupings(Choice):
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"""If set to "none", there will be one key for every door, resulting in up to 120 keys being added to the item pool.
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If set to "regional", all doors in the same general region will open at once with a single key,
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reducing the amount of door items and complexity."""
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display_name = "Door Groupings"
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option_off = 0
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option_regional = 1
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class ShuffleBoat(DefaultOnToggle):
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"""If set, adds a "Boat" item to the item pool. Before receiving this item, you will not be able to use the boat."""
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display_name = "Shuffle Boat"
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class ShuffleDiscardedPanels(Toggle):
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"""Add Discarded Panels into the location pool.
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Solving certain Discarded Panels may still be necessary to beat the game, even if this is off - The main example
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of this being the alternate activation triggers in disable_non_randomized."""
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display_name = "Shuffle Discarded Panels"
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class ShuffleVaultBoxes(Toggle):
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"""Add Vault Boxes to the location pool."""
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display_name = "Shuffle Vault Boxes"
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class ShuffleEnvironmentalPuzzles(Choice):
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"""
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Add Environmental/Obelisk Puzzles into the location pool.
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In "individual", every Environmental Puzzle sends an item.
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In "obelisk_sides", completing every puzzle on one side of an Obelisk sends an item.
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Note: In Obelisk Sides, any EPs excluded through another setting will be counted as pre-completed on their Obelisk.
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"""
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display_name = "Shuffle Environmental Puzzles"
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option_off = 0
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option_individual = 1
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option_obelisk_sides = 2
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class ShuffleDog(Toggle):
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"""Add petting the Town dog into the location pool."""
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display_name = "Pet the Dog"
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class EnvironmentalPuzzlesDifficulty(Choice):
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"""
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When "Shuffle Environmental Puzzles" is on, this setting governs which EPs are eligible for the location pool.
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On "eclipse", every EP in the game is eligible, including the 1-hour-long "Theater Eclipse EP".
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On "tedious", Theater Eclipse EP is excluded from the location pool.
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On "normal", several other difficult or long EPs are excluded as well.
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"""
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display_name = "Environmental Puzzles Difficulty"
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option_normal = 0
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option_tedious = 1
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option_eclipse = 2
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class ShufflePostgame(Toggle):
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"""Adds locations into the pool that are guaranteed to become accessible after or at the same time as your goal.
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Use this if you don't play with release on victory. IMPORTANT NOTE: The possibility of your second
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"Progressive Dots" showing up in the Caves is ignored, they will still be considered "postgame" in base settings."""
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display_name = "Shuffle Postgame"
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class VictoryCondition(Choice):
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"""Set the victory condition for this world.
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Elevator: Start the elevator at the bottom of the mountain (requires Mountain Lasers).
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Challenge: Beat the secret Challenge (requires Challenge Lasers).
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Mountain Box Short: Input the short solution to the Mountaintop Box (requires Mountain Lasers).
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Mountain Box Long: Input the long solution to the Mountaintop Box (requires Challenge Lasers).
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It is important to note that while the Mountain Box requires Desert Laser to be redirected in Town for that laser
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to count, the laser locks on the Elevator and Challenge Timer panels do not."""
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display_name = "Victory Condition"
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option_elevator = 0
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option_challenge = 1
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option_mountain_box_short = 2
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option_mountain_box_long = 3
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class PuzzleRandomization(Choice):
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"""Puzzles in this randomizer are randomly generated. This setting changes the difficulty/types of puzzles."""
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display_name = "Puzzle Randomization"
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option_sigma_normal = 0
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option_sigma_expert = 1
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option_none = 2
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class MountainLasers(Range):
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"""Sets the amount of lasers required to enter the Mountain.
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If set to a higher amount than 7, the mountaintop box will be slightly rotated to make it possible to solve without
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the hatch being opened.
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This change will also be applied logically to the long solution ("Challenge Lasers" setting)."""
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display_name = "Required Lasers for Mountain Entry"
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range_start = 1
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range_end = 11
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default = 7
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class ChallengeLasers(Range):
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"""Sets the amount of beams required to enter the Caves through the Mountain Bottom Floor Discard."""
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display_name = "Required Lasers for Challenge"
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range_start = 1
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range_end = 11
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default = 11
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class ElevatorsComeToYou(Toggle):
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"""If true, the Quarry Elevator, Bunker Elevator and Swamp Long Bridge will "come to you" if you approach them.
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This does actually affect logic as it allows unintended backwards / early access into these areas."""
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display_name = "All Bridges & Elevators come to you"
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class TrapPercentage(Range):
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"""Replaces junk items with traps, at the specified rate."""
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display_name = "Trap Percentage"
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range_start = 0
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range_end = 100
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default = 20
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class TrapWeights(OptionDict):
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"""Specify the weights determining how many copies of each trap item will be in your itempool.
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If you don't want a specific type of trap, you can set the weight for it to 0 (Do not delete the entry outright!).
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If you set all trap weights to 0, you will get no traps, bypassing the "Trap Percentage" option."""
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display_name = "Trap Weights"
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schema = Schema({
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trap_name: And(int, lambda n: n >= 0)
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for trap_name, item_definition in StaticWitnessLogic.all_items.items()
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if isinstance(item_definition, WeightedItemDefinition) and item_definition.category is ItemCategory.TRAP
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})
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default = {
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trap_name: item_definition.weight
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for trap_name, item_definition in StaticWitnessLogic.all_items.items()
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if isinstance(item_definition, WeightedItemDefinition) and item_definition.category is ItemCategory.TRAP
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}
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class PuzzleSkipAmount(Range):
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"""Adds this number of Puzzle Skips into the pool, if there is room. Puzzle Skips let you skip one panel.
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Works on most panels in the game - The only big exception is The Challenge."""
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display_name = "Puzzle Skips"
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range_start = 0
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range_end = 30
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default = 10
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class HintAmount(Range):
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"""Adds hints to Audio Logs. If set to a low amount, up to 2 additional duplicates of each hint will be added.
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Remaining Audio Logs will have junk hints."""
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display_name = "Hints on Audio Logs"
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range_start = 0
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range_end = 49
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default = 12
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class AreaHintPercentage(Range):
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"""There are two types of hints for The Witness.
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"Location hints" hint one location in your world / containing an item for your world.
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"Area hints" will tell you some general info about the items you can find in one of the
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main geographic areas on the island.
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Use this option to specify how many of your hints you want to be area hints. The rest will be location hints."""
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display_name = "Area Hint Percentage"
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range_start = 0
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range_end = 100
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default = 33
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class LaserHints(Toggle):
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"""If on, lasers will tell you where their items are if you walk close to them in-game.
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Only applies if laser shuffle is enabled."""
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display_name = "Laser Hints"
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class DeathLink(Toggle):
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"""If on: Whenever you fail a puzzle (with some exceptions), everyone who is also on Death Link dies.
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The effect of a "death" in The Witness is a Bonk Trap."""
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display_name = "Death Link"
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class DeathLinkAmnesty(Range):
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"""Number of panel fails to allow before sending a death through Death Link.
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0 means every panel fail will send a death, 1 means every other panel fail will send a death, etc."""
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display_name = "Death Link Amnesty"
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range_start = 0
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range_end = 5
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default = 1
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@dataclass
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class TheWitnessOptions(PerGameCommonOptions):
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puzzle_randomization: PuzzleRandomization
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shuffle_symbols: ShuffleSymbols
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shuffle_doors: ShuffleDoors
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door_groupings: DoorGroupings
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shuffle_boat: ShuffleBoat
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shuffle_lasers: ShuffleLasers
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disable_non_randomized_puzzles: DisableNonRandomizedPuzzles
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shuffle_discarded_panels: ShuffleDiscardedPanels
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shuffle_vault_boxes: ShuffleVaultBoxes
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shuffle_EPs: ShuffleEnvironmentalPuzzles
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EP_difficulty: EnvironmentalPuzzlesDifficulty
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shuffle_postgame: ShufflePostgame
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victory_condition: VictoryCondition
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mountain_lasers: MountainLasers
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challenge_lasers: ChallengeLasers
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early_caves: EarlyCaves
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elevators_come_to_you: ElevatorsComeToYou
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trap_percentage: TrapPercentage
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trap_weights: TrapWeights
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puzzle_skip_amount: PuzzleSkipAmount
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hint_amount: HintAmount
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area_hint_percentage: AreaHintPercentage
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laser_hints: LaserHints
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death_link: DeathLink
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death_link_amnesty: DeathLinkAmnesty
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